Rolento street fighter 6
![rolento street fighter 6 rolento street fighter 6](https://oyster.ignimgs.com/mediawiki/apis.ign.com/street-fighter-x-tekken/2/2c/Rolento_big.jpg)
Of the match faster than the opponent can adapt after so many seconds wasted trying to crack Furthermore, he canĮasily set up a tag for his partner to come in and either finish off an opponent or shift the mood In the game to confirm into yet another combo to eat more of the clock. S.mp and j.lp to cease an opponent’s attack, and his buttons on the ground are among the best His anti-air game is exceptionally strong at keeping people out, utilizing Realization hits the opponent that they are running out of time to stop Rolento, that’s when he Gradually whittling away at an opponent’s life until desperation begins to set in. His go-to combos centeringĪround his Patriot Circle take a long time to complete and have excellent wall carry ability, Independently and without meter, Rolento is a very dangerous opponent thanks to his ability toĬontrol the game clock better than a large chunk of the cast. "While his damage output is not particularly high even though he can achieve a juggle state Trick Landing - Similar to Spike Rod in that he bounces off his rod in a direction of your choosing, however this move is not an attack, and is a much smaller bounce, making it a lower commitment.This can be used in several ways, some of which including: extra distance on a forward/backward jump, baiting anti airs, avoiding fireballs, following your opponent's forward roll on their wakeup or getting a cross up if they don't roll, etc. Spike Rod - Rolento attacks straight down with his rod while falling, then bounces back up in the direction you hold (neutral, forward, or backward).Trick Rod - Airborne on frames 3-20, knocks down airborne opponents.j.MK - This is Rolento's cross-up jumping attack, can be used to mix-up opponents and convert into combos.
![rolento street fighter 6 rolento street fighter 6](https://i.ytimg.com/vi/ppl-uMpg538/maxresdefault.jpg)
This move is also disjointed, making for a very annoying attack to anti air with normals that do not crush aerials.
![rolento street fighter 6 rolento street fighter 6](https://i.ytimg.com/vi/w6c2_YhnurI/maxresdefault.jpg)
#Rolento street fighter 6 plus#
cl st.HK - Fairly fast for a heavy at 7 frames of startup, this move is plus on block to frame trap from, and can also link into his cr.MK on hit for combos.far st.MK - Another great poke, this move has slightly less range than far st.HP and does not offer the disjointed hitbox, but is slightly faster and does not rely on being at a specific range to get the max damage from it.This move also hits twice at specific ranges, adding extra damage or giving time to hit confirm into a launcher.
![rolento street fighter 6 rolento street fighter 6](https://i.ytimg.com/vi/GuWqAxZ3Ads/maxresdefault.jpg)
Fantastic range and is a disjointed hitbox, limiting your chances of getting whiff punished. far st.HP - Rolento's best normal poke for playing neutral.st.MP - Great anti-air that beats most jumping attacks.This can allow for some frame trapping into itself or other moves, and can be converted into a combo on hit. far st.LP - The far version of st.LP has additional frame advantage on block compared to the close version.Rolento's most notable normal moves are the following: